/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.ai;

import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_REST;

import java.util.List;

import javolution.util.FastList;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2ItemInstance.ItemLocation;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Attackable;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.actor.L2Playable;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.AutoAttackStop;
import net.sf.l2j.gameserver.taskmanager.AttackStanceTaskManager;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;
import net.sf.l2j.gameserver.templates.item.L2Weapon;
import net.sf.l2j.gameserver.templates.item.L2WeaponType;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;
import net.sf.l2j.util.Point3D;
import net.sf.l2j.util.Rnd;

/**
 * This class manages AI of L2Character.<BR><BR>
 *
 * L2CharacterAI :<BR><BR>
 * <li>L2AttackableAI</li>
 * <li>L2DoorAI</li>
 * <li>L2PlayableAI</li>
 */
public class L2CharacterAI extends AbstractAI
{
	public static class IntentionCommand
	{
		protected final CtrlIntention _crtlIntention;
		protected final Object _arg0, _arg1;
		
		protected IntentionCommand(CtrlIntention pIntention, Object pArg0, Object pArg1)
		{
			_crtlIntention = pIntention;
			_arg0 = pArg0;
			_arg1 = pArg1;
		}
		
		public CtrlIntention getCtrlIntention()
		{
			return _crtlIntention;
		}
	}

	public L2CharacterAI(L2Character.AIAccessor accessor)
	{
		super(accessor);
	}
	
	public IntentionCommand getNextIntention()
	{
		return null;
	}
	
    @Override
	protected void onEvtAttacked(L2Character attacker)
    {
		if (attacker instanceof L2Attackable && !((L2Attackable) attacker).isCoreAIDisabled())
			clientStartAutoAttack();
    }

    /**
     * Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_IDLE </li>
     * <li>Init cast and attack target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
     * <li>Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast) </li><BR><BR>
     */
    @Override
	protected void onIntentionIdle()
    {
        // Set the AI Intention to AI_INTENTION_IDLE
        changeIntention(AI_INTENTION_IDLE, null, null);

        // Init cast and attack target
        setCastTarget(null);
        setAttackTarget(null);

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();
    }

    /**
     * Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : <I>if the Intention is not already Active</I></B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_ACTIVE </li>
     * <li>Init cast and attack target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
     * <li>Launch the Think Event </li><BR><BR>
     */
    @Override
	protected void onIntentionActive()
    {
        // Check if the Intention is not already Active
        if (getIntention() != AI_INTENTION_ACTIVE)
        {
            // Set the AI Intention to AI_INTENTION_ACTIVE
            changeIntention(AI_INTENTION_ACTIVE, null, null);

            // Init cast and attack target
            setCastTarget(null);
            setAttackTarget(null);

            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
            clientStopAutoAttack();

            // Also enable random animations for this L2Character if allowed
			// This is only for mobs - town npcs are handled in their constructor
            if (_actor instanceof L2Attackable)
                ((L2Npc) _actor).startRandomAnimationTimer();

            // Launch the Think Event
            onEvtThink();
        }
    }

    /**
     * Manage the Rest Intention.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_IDLE </li><BR><BR>
     */
    @Override
	protected void onIntentionRest()
    {
        setIntention(AI_INTENTION_IDLE);
    }

    /**
     * Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_ATTACK </li>
     * <li>Set or change the AI attack target </li>
     * <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast) </li>
     * <li>Launch the Think Event </li><BR><BR>
     *
     * <B><U> Overridden in</U> :</B><BR><BR>
     * <li>L2AttackableAI : Calculate attack timeout</li><BR><BR>
     */
    @Override
	protected void onIntentionAttack(L2Character target)
    {
        if (target == null)
        {
            clientActionFailed();
            return;
        }

        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAfraid())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Check if the Intention is already AI_INTENTION_ATTACK
        if (getIntention() == AI_INTENTION_ATTACK)
        {
            // Check if the AI already targets the L2Character
            if (getAttackTarget() != target)
            {
                // Set the AI attack target (change target)
                setAttackTarget(target);

                stopFollow();

                // Launch the Think Event
                notifyEvent(CtrlEvent.EVT_THINK, null);
            }
            else
                clientActionFailed(); // else client freezes until cancel target
        }
        else
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
            changeIntention(AI_INTENTION_ATTACK, target, null);

            // Set the AI attack target
            setAttackTarget(target);

            stopFollow();

            // Launch the Think Event
            notifyEvent(CtrlEvent.EVT_THINK, null);
        }
    }

    /**
     * Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI cast target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor </li>
     * <li>Set the AI skill used by INTENTION_CAST </li>
     * <li>Set the Intention of this AI to AI_INTENTION_CAST </li>
     * <li>Launch the Think Event </li><BR><BR>
     */
    @Override
	protected void onIntentionCast(L2Skill skill, L2Object target)
    {
        if (getIntention() == AI_INTENTION_REST && skill.isMagic())
        {
			clientActionFailed();
			_actor.setIsCastingNow(false);
			return;
        }

        // Set the AI cast target
        setCastTarget((L2Character) target);

        // Stop actions client-side to cast the skill
        if (skill.getHitTime() > 50)
            _actor.abortAttack();

        // Set the AI skill used by INTENTION_CAST
        _skill = skill;

        // Change the Intention of this AbstractAI to AI_INTENTION_CAST
        changeIntention(AI_INTENTION_CAST, skill, target);

        // Launch the Think Event
        notifyEvent(CtrlEvent.EVT_THINK, null);
    }

    /**
     * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO </li>
     * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet MoveToLocation (broadcast) </li><BR><BR>
     */
    @Override
	protected void onIntentionMoveTo(L2CharPosition pos)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
        changeIntention(AI_INTENTION_MOVE_TO, pos, null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Abort the attack of the L2Character and send Server->Client ActionFailed packet
        _actor.abortAttack();

        // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet MoveToLocation (broadcast)
        moveTo(pos.x, pos.y, pos.z);
    }

    /**
     * Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_FOLLOW </li>
     * <li>Create and Launch an AI Follow Task to execute every 1s </li><BR><BR>
     */
    @Override
	protected void onIntentionFollow(L2Character target)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isMovementDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Dead actors can`t follow
        if (_actor.isDead())
        {
        	clientActionFailed();
        	return;
        }

        // do not follow yourself
        if (_actor == target)
        {
        	clientActionFailed();
        	return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
        changeIntention(AI_INTENTION_FOLLOW, target, null);

        // Create and Launch an AI Follow Task to execute every 1s
        startFollow(target);
    }

    /**
     * Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI pick up target </li>
     * <li>Set the Intention of this AI to AI_INTENTION_PICK_UP </li>
     * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
     */
    @Override
	protected void onIntentionPickUp(L2Object object)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();
		
		if (object instanceof L2ItemInstance && ((L2ItemInstance)object).getLocation() != ItemLocation.VOID)
			return;
		
        // Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
        changeIntention(AI_INTENTION_PICK_UP, object, null);

        // Set the AI pick up target
        setTarget(object);
        if (object.getX() == 0 && object.getY() == 0) // TODO: Find the drop&spawn bug
        {
        	_log.warning("Object in coords 0,0 - using a temporary fix");
        	object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ() + 5);
        }

        // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
        moveToPawn(object, 20);
    }

    /**
     * Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the AI interact target </li>
     * <li>Set the Intention of this AI to AI_INTENTION_INTERACT </li>
     * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
     */
    @Override
	protected void onIntentionInteract(L2Object object)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        if (getIntention() != AI_INTENTION_INTERACT)
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
            changeIntention(AI_INTENTION_INTERACT, object, null);

            // Set the AI interact target
            setTarget(object);

            // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
            moveToPawn(object, 60);
        }
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtThink()
    {
        // do nothing
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtAggression(L2Character target, int aggro)
    {
        // do nothing
    }

    /**
     * Launch actions corresponding to the Event Stunned then onAttacked Event.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode) </li><BR><BR>
     */
    @Override
	protected void onEvtStunned(L2Character attacker)
    {
        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
        if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);

        // Stop Server AutoAttack also
        setAutoAttacking(false);

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
        onEvtAttacked(attacker);
    }
    
    /**
     * Launch actions corresponding to the Event Paralyzed then onAttacked Event.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode) </li><BR><BR>
     */
	@Override
	protected void onEvtParalyzed(L2Character attacker)
	{
		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
		if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
		
		// Stop Server AutoAttack also
		setAutoAttacking(false);
		
		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		
		// Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
		onEvtAttacked(attacker);
	}
    
    /**
     * Launch actions corresponding to the Event Sleeping.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
     */
    @Override
	protected void onEvtSleeping(L2Character attacker)
    {
        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
        if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);

        // stop Server AutoAttack also
        setAutoAttacking(false);

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);
    }

    /**
     * Launch actions corresponding to the Event Rooted.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
     */
    @Override
	protected void onEvtRooted(L2Character attacker)
    {
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked
        onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event Confused.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
     */
    @Override
	protected void onEvtConfused(L2Character attacker)
    {
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked
        onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event Muted.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
     */
    @Override
	protected void onEvtMuted(L2Character attacker)
    {
        // Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character
        onEvtAttacked(attacker);
    }

	/**
	 * Do nothing.<BR><BR>
	 */
	@Override
	protected void onEvtEvaded(L2Character attacker)
	{
		// do nothing
	}
    
    /**
     * Launch actions corresponding to the Event ReadyToAct.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     */
    @Override
	protected void onEvtReadyToAct()
    {
        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtUserCmd(Object arg0, Object arg1)
    {
        // do nothing
    }

    /**
     * Launch actions corresponding to the Event Arrived.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     */
    @Override
	protected void onEvtArrived()
    {
		_accessor.getActor().revalidateZone(true);

    	if (_accessor.getActor().moveToNextRoutePoint())
    		return;

		if (_accessor.getActor() instanceof L2Attackable)
			((L2Attackable) _accessor.getActor()).setisReturningToSpawnPoint(false);
    	
    	clientStoppedMoving();

    	// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
        if (getIntention() == AI_INTENTION_MOVE_TO) 
        	setIntention(AI_INTENTION_ACTIVE);

        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event ArrivedRevalidate.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     */
    @Override
	protected void onEvtArrivedRevalidate()
    {
        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event ArrivedBlocked.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     */
    @Override
	protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos)
    {
		// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
		if (getIntention() == AI_INTENTION_MOVE_TO || getIntention() == AI_INTENTION_CAST)
			setIntention(AI_INTENTION_ACTIVE);
		
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(blocked_at_pos);

        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event ForgetObject.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>If the object was targeted  and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE </li><BR><BR>
     */
    @Override
	protected void onEvtForgetObject(L2Object object)
    {
        // If the object was targeted  and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE
        if (getTarget() == object)
        {
            setTarget(null);

            if (getIntention() == AI_INTENTION_INTERACT) 
            	setIntention(AI_INTENTION_ACTIVE);
            else if (getIntention() == AI_INTENTION_PICK_UP) 
            	setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to attack
        if (getAttackTarget() == object)
        {
            // Cancel attack target
            setAttackTarget(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to cast
        if (getCastTarget() == object)
        {
            // Cancel cast target
            setCastTarget(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to follow
        if (getFollowTarget() == object)
        {
            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Stop an AI Follow Task
            stopFollow();

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the targeted object was the actor
        if (_actor == object)
        {
            // Cancel AI target
            setTarget(null);
            setAttackTarget(null);
            setCastTarget(null);

            // Stop an AI Follow Task
            stopFollow();

            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_IDLE
            changeIntention(AI_INTENTION_IDLE, null, null);
        }
    }

    /**
     * Launch actions corresponding to the Event Cancel.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     */
    @Override
	protected void onEvtCancel()
    {
		_actor.abortCast();
		
        // Stop an AI Follow Task
        stopFollow();

        if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));

        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event Dead.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     * <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li><BR><BR>
     */
    @Override
	protected void onEvtDead()
    {
		// Stop an AI Tasks
		stopAITask();

        // Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
        clientNotifyDead();

        if (!(_actor instanceof L2Playable))
            _actor.setWalking();
    }

    /**
     * Launch actions corresponding to the Event Fake Death.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     */
    @Override
	protected void onEvtFakeDeath()
    {
        // Stop an AI Follow Task
        stopFollow();

        // Stop the actor movement and send Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Init AI
        _intention = AI_INTENTION_IDLE;
        setTarget(null);
        setCastTarget(null);
        setAttackTarget(null);
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtFinishCasting()
    {
        // do nothing
    }

	protected boolean maybeMoveToPosition(Point3D worldPosition, int offset)
	{
		if (worldPosition == null)
		{
			_log.warning("maybeMoveToPosition: worldPosition == NULL!");
			return false;
		}
		
		if (offset < 0)
			return false; // skill radius -1
		
		if (!_actor.isInsideRadius(worldPosition.getX(), worldPosition.getY(), offset + _actor.getTemplate().collisionRadius, false))
		{
			if (_actor.isMovementDisabled())
				return true;
			
			if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
				_actor.setRunning();
			
			stopFollow();
			
			int x = _actor.getX();
			int y = _actor.getY();
			
			double dx = worldPosition.getX() - x;
			double dy = worldPosition.getY() - y;
			
			double dist = Math.sqrt(dx * dx + dy * dy);
			
			double sin = dy / dist;
			double cos = dx / dist;
			
			dist -= offset - 5;
			
			x += (int) (dist * cos);
			y += (int) (dist * sin);
			
			moveTo(x, y, worldPosition.getZ());
			return true;
		}
		
		if (getFollowTarget() != null)
			stopFollow();
		
		return false;
	}
    
    /**
     * Manage the Move to Pawn action in function of the distance and of the Interact area.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Get the distance between the current position of the L2Character and the target (x,y)</li>
     * <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
     * <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     * @param offset The Interact area radius
     * @return True if a movement must be done
     */
    protected boolean maybeMoveToPawn(L2Object target, int offset)
    {
        // Get the distance between the current position of the L2Character and the target (x,y)
        if (target == null)
            return false;
        
        if (offset < 0)
        	return false; // skill radius -1

        offset += _actor.getTemplate().collisionRadius;
        if (target instanceof L2Character)
        	offset += ((L2Character) target).getTemplate().collisionRadius;

        if (!_actor.isInsideRadius(target, offset, false, false))
        {
        	// Caller should be L2Playable and thinkAttack/thinkCast/thinkInteract/thinkPickUp
            if (getFollowTarget() != null) 
            {
            	// allow larger hit range when the target is moving (check is run only once per second)
                if (!_actor.isInsideRadius(target, offset + 100, false, false))
                	return true;
                
                stopFollow();
                return false;
            }

            if (_actor.isMovementDisabled()) 
            	return true;

            // If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
            if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI)) 
            	_actor.setRunning();

            stopFollow();
            if ((target instanceof L2Character) && !(target instanceof L2DoorInstance))
            {
                if (((L2Character) target).isMoving()) 
                	offset -= 100;
                if (offset < 5)
                	offset = 5;

            	startFollow((L2Character) target, offset);
            }
            else
            {
                // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
            	moveToPawn(target, offset);
            }
            return true;
        }

        if (getFollowTarget() != null)
        	stopFollow();

        return false;
    }

    /**
     * Modify current Intention and actions if the target is lost or dead.<BR><BR>
     *
     * <B><U> Actions</U> : <I>If the target is lost or dead</I></B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     * @return True if the target is lost or dead (false if fakedeath)
     */
    protected boolean checkTargetLostOrDead(L2Character target)
    {
        if (target == null || target.isAlikeDead())
        {
			//check if player is fakedeath
			if (target instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath())
			{
				target.stopFakeDeath(true);
				return false;
			}

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
            return true;
        }
        return false;
    }

    /**
     * Modify current Intention and actions if the target is lost.<BR><BR>
     *
     * <B><U> Actions</U> : <I>If the target is lost</I></B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     * @return True if the target is lost
     */
    protected boolean checkTargetLost(L2Object target)
    {
        // check if player is fakedeath
        if (target instanceof L2PcInstance)
        {
            L2PcInstance target2 = (L2PcInstance) target; //convert object to chara

            if (target2.isFakeDeath())
            {
                target2.stopFakeDeath(true);
                return false;
            }
        }
        if (target == null)
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
            return true;
        }
        return false;
    }

	protected class SelfAnalysis
	{
		public boolean isMage = false;
		public boolean isBalanced;
		public boolean isArcher = false;
		public boolean isHealer = false;
		public boolean isFighter = false;
		public boolean cannotMoveOnLand = false;
		public List<L2Skill> generalSkills = new FastList<L2Skill>();
		public List<L2Skill> buffSkills = new FastList<L2Skill>();
		public int lastBuffTick = 0;
		public List<L2Skill> debuffSkills = new FastList<L2Skill>();
		public int lastDebuffTick = 0;
		public List<L2Skill> cancelSkills = new FastList<L2Skill>();
		public List<L2Skill> healSkills = new FastList<L2Skill>();
		public List<L2Skill> generalDisablers = new FastList<L2Skill>();
		public List<L2Skill> sleepSkills = new FastList<L2Skill>();
		public List<L2Skill> rootSkills = new FastList<L2Skill>();
		public List<L2Skill> muteSkills = new FastList<L2Skill>();
		public List<L2Skill> resurrectSkills = new FastList<L2Skill>();
		public boolean hasHealOrResurrect = false;
		public boolean hasLongRangeSkills = false;
		public boolean hasLongRangeDamageSkills = false;
		public int maxCastRange = 0;
		
		public SelfAnalysis()
		{
		}
		
		public void init()
		{
			switch (((L2NpcTemplate) _actor.getTemplate()).getAIDataStatic().getAiType())
			{
				case FIGHTER:
					isFighter = true;
					break;
				case MAGE:
					isMage = true;
					break;
				case CORPSE:
				case BALANCED:
					isBalanced = true;
					break;
				case ARCHER:
					isArcher = true;
					break;
				case HEALER:
					isHealer = true;
					break;
				default:
					isFighter = true;
					break;
			}
			
			// water movement analysis
			if (_actor instanceof L2Npc)
			{
				int npcId = ((L2Npc) _actor).getNpcId();
				
				switch (npcId)
				{
					case 20314: // great white shark
					case 20849: // Light Worm
						cannotMoveOnLand = true;
						break;
					default:
						cannotMoveOnLand = false;
						break;
				}
			}
			// skill analysis
			for (L2Skill sk : _actor.getAllSkills())
			{
				if (sk.isPassive())
					continue;
				
				int castRange = sk.getCastRange();
				boolean hasLongRangeDamageSkill = false;
				switch (sk.getSkillType())
				{
					case HEAL:
					case HEAL_PERCENT:
					case HEAL_STATIC:
					case BALANCE_LIFE:
					case HOT:
						healSkills.add(sk);
						hasHealOrResurrect = true;
						continue; // won't be considered something for fighting
					case BUFF:
						buffSkills.add(sk);
						continue; // won't be considered something for fighting
					case PARALYZE:
					case STUN:
						// hardcoding petrification until improvements are made to
						// EffectTemplate... petrification is totally different for
						// AI than paralyze
						switch (sk.getId())
						{
							case 367:
							case 4111:
							case 4383:
							case 4616:
							case 4578:
								sleepSkills.add(sk);
								break;
							default:
								generalDisablers.add(sk);
								break;
						}
						break;
					case MUTE:
						muteSkills.add(sk);
						break;
					case SLEEP:
						sleepSkills.add(sk);
						break;
					case ROOT:
						rootSkills.add(sk);
						break;
					case FEAR:
					case CONFUSION:
					case DEBUFF:
						debuffSkills.add(sk);
						break;
					case CANCEL:
					case MAGE_BANE:
					case WARRIOR_BANE:
					case NEGATE:
						cancelSkills.add(sk);
						break;
					case RESURRECT:
						resurrectSkills.add(sk);
						hasHealOrResurrect = true;
						break;
					case NOTDONE:
					case COREDONE:
						continue; // won't be considered something for fighting
					default:
						generalSkills.add(sk);
						hasLongRangeDamageSkill = true;
						break;
				}
				
				if (castRange > 70)
				{
					hasLongRangeSkills = true;
					if (hasLongRangeDamageSkill)
						hasLongRangeDamageSkills = true;
				}
				
				if (castRange > maxCastRange)
					maxCastRange = castRange;
			}
			
			// Because of missing skills, some mages/balanced cannot play like mages
			if (!hasLongRangeDamageSkills && isMage)
			{
				isBalanced = true;
				isMage = false;
				isFighter = false;
			}
			
			if (!hasLongRangeSkills && (isMage || isBalanced))
			{
				isBalanced = false;
				isMage = false;
				isFighter = true;
			}
			
			if (generalSkills.isEmpty() && isMage)
			{
				isBalanced = true;
				isMage = false;
			}
		}
	}
	
	protected class TargetAnalysis
	{
		public L2Character character;
		public boolean isMage;
		public boolean isBalanced;
		public boolean isArcher;
		public boolean isFighter;
		public boolean isCanceled;
		public boolean isSlower;
		public boolean isMagicResistant;
		
		public TargetAnalysis()
		{
		}
		
		public void update(L2Character target)
		{
			// update status once in 4 seconds
			if (target == character && Rnd.nextInt(100) > 25)
				return;
			character = target;
			if (target == null)
				return;
			isMage = false;
			isBalanced = false;
			isArcher = false;
			isFighter = false;
			isCanceled = false;
			
			if (target.getMAtk(null, null) > 1.5 * target.getPAtk(null))
				isMage = true;
			else if (target.getPAtk(null) * 0.8 < target.getMAtk(null, null) || target.getMAtk(null, null) * 0.8 > target.getPAtk(null))
				isBalanced = true;
			else
			{
				L2Weapon weapon = target.getActiveWeaponItem();
				if (weapon != null && weapon.getItemType() == L2WeaponType.BOW)
					isArcher = true;
				else
					isFighter = true;
			}
			
			if (target.getRunSpeed() < _actor.getRunSpeed() - 3)
				isSlower = true;
			else
				isSlower = false;
			
			if (target.getMDef(null, null) * 1.2 > _actor.getMAtk(null, null))
				isMagicResistant = true;
			else
				isMagicResistant = false;
			
			if (target.getBuffCount() < 4)
				isCanceled = true;
		}
	}
	
	public boolean canAura(L2Skill sk)
	{
		if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
				|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
				|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA)
		{
			for(L2Object target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
			{
				if (target == getAttackTarget())
					return true;
			}
		}
		return false;
	}
	
	public boolean canAOE(L2Skill sk)
	{
		if(sk.getSkillType() != L2SkillType.NEGATE || sk.getSkillType() != L2SkillType.CANCEL)
		{
			if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA)
			{
				boolean cancast = true;
				for(L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
				{
					if(!GeoData.getInstance().canSeeTarget(_actor,target))
						continue;
					if(target instanceof L2Attackable)
					{
						L2Npc targets = ((L2Npc)target);
						L2Npc actors = ((L2Npc)_actor);
						
						if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
							continue;
					}
					L2Effect[] effects = target.getAllEffects();
					for (int i = 0; effects != null && i < effects.length; i++)
					{
						L2Effect effect = effects[i];
						if (effect.getSkill() == sk)
						{
							cancast=false;
							break;
						}
					}
				}
				if(cancast)
					return true;
			}
			else if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AREA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AREA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AREA)
			{
				boolean cancast = true;
				for(L2Character target: getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
				{
					if(!GeoData.getInstance().canSeeTarget(_actor,target) || target == null)
						continue;
					if(target instanceof L2Attackable)
					{
						L2Npc targets = ((L2Npc)target);
						L2Npc actors = ((L2Npc)_actor);
						if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
							continue;
					}
					L2Effect[] effects = target.getAllEffects();
					if (effects.length >0)
						cancast = true;
				}
				if(cancast)
					return true;
			}
		}
		else
		{
			if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA)
			{
				boolean cancast = false;
				for(L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
				{
					if(!GeoData.getInstance().canSeeTarget(_actor,target))
						continue;
					if(target instanceof L2Attackable)
					{
						L2Npc targets = ((L2Npc)target);
						L2Npc actors = ((L2Npc)_actor);
						if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
							continue;
					}
					L2Effect[] effects = target.getAllEffects();
					if (effects.length >0)
						cancast = true;
				}
				if(cancast)
					return true;
			}
			else if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AREA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AREA
					|| sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AREA)
			{
				boolean cancast = true;
				for (L2Character target: getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
				{
					if (!GeoData.getInstance().canSeeTarget(_actor,target))
						continue;
					if (target instanceof L2Attackable)
					{
						L2Npc targets = ((L2Npc)target);
						L2Npc actors = ((L2Npc)_actor);
						if (targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
							continue;
					}
					
					L2Effect[] effects = target.getAllEffects();
					for (int i = 0; effects != null && i < effects.length; i++)
					{
						L2Effect effect = effects[i];
						if (effect.getSkill() == sk)
						{
							cancast=false;
							break;
						}
					}
				}
				
				if (cancast)
					return true;
			}
		}
		return false;
	}
	
	public boolean canParty(L2Skill sk)
	{
		if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY)
		{
			int count = 0;
			int ccount = 0;
			for (L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
			{
				if (!(target instanceof L2Attackable) || !GeoData.getInstance().canSeeTarget(_actor,target))
					continue;
				
				L2Npc targets = ((L2Npc) target);
				L2Npc actors = ((L2Npc) _actor);
				
				if (actors.getClan() != null && targets.getClan().equals(actors.getClan()))
				{
					count++;
					L2Effect[] effects = target.getAllEffects();
					for (int i = 0; effects != null && i < effects.length; i++)
					{
						L2Effect effect = effects[i];
						if (effect.getSkill() == sk)
						{
							ccount++;
							break;
						}
					}
				}
			}
			
			if (ccount < count)
				return true;
		}
		return false;
	}
	
	public boolean isParty(L2Skill sk)
	{
		if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY)
			return true;
		
		return false;
	}
}